| LeeSw |
| 4 people marked this as a favorite. |
Starship Combat Changes Version 1.0
These changes are being made because our group found that adding a new computer, or such should not cause it to be harder to fly a ship.
The Stunts and Maneuvers will use Mass Numbers instead of Ship Tier.
SIZE MASS Number
Tiny 1
Small 3
Medium 5
Large 7
Huge 10
Gargantuan 14
Colossal 18
Back Off
The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your starship’s mass). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.
DC= 15 + 2x Mass
One Extra Hex + 5 DC
Two Extra Hexes +10 DC
Three Extra Hexes +15 DC
Barrel Roll
The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your starship’s mass). On a failed check, the starship moves half its speed but doesn’t roll. If you fail by 5 or more, your starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round.
DC=15 + 2x Mass
Evade
The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your starship’s mass). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.
DC= 15 +2x Mass For +2AC & +2TL
Extra +1 + 5 DC
Extra +2 +10 DC
Extra +3 +15 DC
Extra +4 +20 DC
If DC is Failed one half of attempted AC is subtracted from ship.
Flip and Burn
The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 3 × your ship’s mass). If you fail this check, your starship moves forward half its speed but doesn’t rotate.
DC= 15 +3x Mass
Fly By
The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other Starships). During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship. To perform this stunt, you must succeed at a Piloting check (DC = 15 + (2 × the mass of the your starship)+mass of enemy ship). If you fail this check, your starship still moves as described above, but you follow the normal rules for attacking (based on your starship’s final position and distance), and the movement provokes a free attack from that starship as normal.
DC= 15 +2x Mass of your Ship + Mass of Enemy Ship
Slide
The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your ship’s mass). If you fail this check, the ship moves forward up to half its speed and can’t make any turns.
DC= 15 +2x Mass
Turn in Place
The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check.
DC= 15 +2x Mass
Reduce AC and TL Negative by 1 + 5 DC
Reduce AC and TL Negative by 2 +10 DC
Reduce AC and TL Negative by 3 +15 DC Clumsy only
Reduce AC and TL Negative by 4 +20 DC Clumsy only
New Stunt
Combined Stunt
Trying to pull off 2 actions, which only a great pilot would attempt.
Add the 2 DCs together and add +10 for the total.
Line up Shot
This Stunt allows the Pilot to help a Gunner line up a shot.
The Pilot chooses a Weapon System, the Gunner of that system gets a bonus to Attack or Target Lock.
DC= 15 +2x Mass
+2 To Hit for a given Gunner
Extra +1 + 5 DC
Extra +2 +10 DC
Extra +3 +15 DC
Extra +4 +20 DC
Engineering Actions
As most of these actions deal with fixing and moving power around the use of Tier in the DC seems to work in general.
Some DC increases for extra effect are noted.
Divert
Extra +1 +6% to Shields + 5 DC
Extra +2 +7% to Shields +10 DC
Extra +3 +8% to Shields +15 DC
Extra +4 +9% to Shields +20 DC
Hold It Together
Lasts 2 Rounds instead of 1 +15 DC
Patch
No Changes
Overpower
Not sure what Extra Power to 3 Systems, will update when more is known.
Quick Fix
No Changes
Gunnery Actions
No Changes
Science Officers Actions
Balance
No Changes
Scan
No Changes
Target System
Critical on 18+ Natural Roll +15 DC
Lock On
Extra +1 +10 DC
Extra +2 +15 DC
Extra +3 +20 DC
Improve Countermeasures
No Changes
Captain Actions
These actions from the RAW are just crazy.
As the Ship Tier should not make it harder to Bluff or Demand another person.
Most of these actions should have DC based much like Pathfinder does.
So something like DC= 15 + Level of Target + Proper MOD (WIS, INT, or CHA)
Base of 15 as it is nearly always in or on the cusp of combat, and keeps with the other DCs.
Also the Ships Computer and many other mods should not help the Captain do these.
I am sure there will be some changes to be made as we play test it more.
The DCs for the interactions may need to be tweaked as well.
The mods for Speed and such should still be added.
Also I suspect they will be more things as players tend to attempt things in dangerous places, debris fields, asteroid fields, and other less than open areas.
But if a character has put most of their points, feats, and stats towards being one of the best pilots in the Pact Worlds, they should be able to do amazing things.
Just the first WAG at it.
| bookrat |
This is fantastic. My group was discussing the possibility of doing the same thing.
As long as we're changing things, can we call the barrel roll by it's proper name, an aileron roll?
A barrel roll is when you rotate as if you're flying along the inside of a barrel.
An aileron roll is when you rotate along the central (or longitudinal) axis.
(Note: this criticism isn't mine, but one of my players. I had no idea what an aileron roll was until he pointed out the error in the book).
| LeeSw |
If the Devs like it they may use it, just give me a design credit :)
Anyone who would like it I have a word doc that looks a bit better, not quite matching the StarFinder book but it is a cousin.
The Captain Actions I am still trying balance.
Those with more time in the Pathfinder system please state your ideas.
With using Mass a Medium or Large Starship will be the sweet spot I think now.
Which is where I see my players to be honest.
If you see something that needs tweaks, please let me know.